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| # RoboBench | |
| A benchmark for **code-generating agents**. It tests whether an agent can *few-shot* solve | |
| **long-horizon, complex tasks** — multi-step problems where the agent has to write code that plans, | |
| manipulates, and recovers across a long sequence of actions, not just emit a single move. | |
| RoboBench is organized as a growing family of **suites**, each a different flavor of hard task | |
| (robot furniture assembly is the first; other flavors — e.g. liquid handling / latte-art benches — | |
| can slot in the same way). The simulator backend is deliberately *not* baked into the design: | |
| suites compose the same small set of building blocks regardless of what runs underneath, so new | |
| backends and new task families are additive, not rewrites. | |
| This README is the living statement of the **building blocks and the design philosophy**. | |
| --- | |
| ## Design philosophy | |
| **One equation.** This is the heart of the design, not a diagram bolted on after: | |
| ``` | |
| env = scene + robot (+ an optional, hidden verifier) | |
| ``` | |
| That's the entire composition. Everything else is detail under those three nouns. | |
| - **`BaseScene`** — the object world (the things to manipulate). Embodiment-agnostic; knows nothing | |
| about the robot. **It also carries the goal** (see "No task layer"). | |
| - **`BaseRobot`** — the actor: the embodiment; its actions flow through a **pluggable controller** | |
| chosen by its `control_mode` (see below). | |
| - **`BaseEnv`** — the open shell that holds the simulation and wires a scene and a robot together. | |
| Composition is by **injection**: build a scene and a robot, hand them to the env. Swapping | |
| embodiment = a new env with a different robot. | |
| - **`BaseVerifier`** — a privileged, *optional*, *hidden* scorer. Not part of the env's contract | |
| with the agent; the env runs fine without one. | |
| All four are import-light — they import without spinning up a simulator, so you can list registries, | |
| read contracts, and run tests cheaply. Only *building* a `BaseEnv` touches the backend (imported | |
| lazily). | |
| **Registration is import-time, and cheap — because heavy work is deferred.** Scenes, robots, | |
| controllers, and env-configs register themselves into name→factory registries *at import time* (a | |
| `@register` decorator or a `register_env(...)` call runs when the module is imported). So | |
| `robobench.discover()` — which imports every robot, controller, and suite to populate the registries — | |
| is all it takes to make everything resolvable by name. That stays **~milliseconds and never launches | |
| the simulator** only because each module keeps its **top level import-light**: the expensive work | |
| (importing the backend, loading USD, building the scene/robot/sim) is **deferred into methods** | |
| (`assets()`, `build()`, `to_isaaclab()`), never run at module scope. The discipline this demands: | |
| when you add a scene/robot/controller, **keep heavy imports inside methods, not at module top level** — | |
| otherwise discovery, and every "just list what's available", slows to a simulator boot. | |
| **The env is open, not a sealed box.** The agent reaches the simulation, the scene, the robot, the | |
| raw asset handles, and the underlying state. It may patch an instance, subclass-and-adopt, or | |
| rebuild. Enforcement of "don't cheat" is by *prompt*, not by access control — ablation dials that | |
| restrict access live in the harness (`agent/`), never in the env. | |
| **No task layer — a scene *is* a task.** There is deliberately no `Task` class / `TASKS` registry. | |
| Each scene is built for one task: it carries its own goal as natural language in `scene.describe()`, | |
| and its success criteria live in an optional `BaseVerifier`. A task class would just re-wrap the | |
| scene's goal and a hidden reward — so it's absorbed into the scene + verifier. (One scene → one | |
| task; a variant task is a new scene.) | |
| **The verifier is optional, hidden, and outside the agent's loop.** While solving, the agent reads | |
| the open state and designs and trusts *its own* success metric — the env hands it no reward, so the | |
| task is "solve the goal," not "maximize this number." The `BaseVerifier` is a separate, privileged | |
| scorer that exists for everything *around* the solving loop: a human (or an automated harness) | |
| running **large-scale, apples-to-apples evaluation** across agents, and producing a **reward signal | |
| for post-hoc RL / fine-tuning** of an agent. Keeping it optional and hidden lets the *same* scene | |
| serve both open-ended exploration and rigorous, comparable scoring — and a scene can ship with none | |
| at all (pure sandbox). | |
| **Control is a separate, shared, pluggable layer — selected by the robot.** A `BaseRobot` declares | |
| the **control modes** it supports (`control_modes`, e.g. `("joint", "ee_pose", "osc_impedance")`) | |
| and which is active (`control_mode`); the active mode maps the action vector to joint targets, so | |
| `action_dim` follows the mode. But the *controller itself* is a **shared, reusable component** — its | |
| own module, not baked into each robot: one implementation (joint, end-effector IK, | |
| operational-space / impedance, a whole-body solver, or a **frozen learned policy**) serves many | |
| embodiments. A robot just declares its modes and wires each to a controller with its own joints / | |
| end-effector / gains. This keeps "swap the controller on the same robot + task" a clean, first-class | |
| operation. The env dispatches through `self.robot` every step (late binding), so a patched/swapped | |
| controller — or a custom one via an overridden `apply_action` — takes effect immediately. | |
| **Distinguish a controller from a skill, and the env from the agent.** A **controller** is the | |
| per-step action→joint map (the control mode). A **skill** is a higher-level primitive the agent | |
| *invokes* ("grasp this", "walk to here") that runs many steps *through* a controller — skills live | |
| in the **agent layer**, not the env. The guiding rule across the whole framework: the env provides | |
| what is **shared and part of the stable contract** (scenes, robots, controllers, the verifier); the | |
| agent owns what **is the research** (its policies, training loops, skill orchestration, curriculum). | |
| Provided layers are baselines + seams, never locked — an agent may use a controller, extend it, or | |
| replace it. | |
| This is the **System 1 / System 2** split now standard in robot foundation models — a fast, reactive | |
| low-level policy beneath a slow, deliberative high-level one (Figure's **Helix**: a 200 Hz reactive | |
| S1 under a 7–9 Hz VLM S2; NVIDIA **GR00T N1**: a high-rate diffusion-policy S1 under a VLM S2, | |
| explicitly "inspired by human cognition") — i.e. the **cerebellum** (fast motor coordination) under | |
| the **cerebrum** (deliberation/planning). robobench splits along the same line: the **controller is | |
| System 1 / cerebellum** — env-owned, fast, per-step — and the **skill + agent are System 2 / | |
| cerebrum** — agent-owned, slow, deliberative. The env provides the fast substrate; the agent owns | |
| the slow brain. | |
| > **Controllers — roadmap (coming, not built yet).** The control layer is grown incrementally. | |
| > First a basic set (joint, then an **IK solver**); then, as needed: operational-space / impedance, | |
| > a whole-body solver, **composite** controllers (different controllers over different DOF groups — | |
| > e.g. arms by IK + legs by a locomotion policy), a **residual-RL** wrapper (a learned correction on | |
| > top of a base controller), and **frozen / pure-RL policy** controllers. Crucially, *training* those | |
| > policies (residual or pure locomotion RL) is the **agent's** job — done through the env's reward + | |
| > rollout + snapshot seams; the env only provides the controller slot they plug into. | |
| **The base classes are strict contracts.** Everything a child must provide is an `@abstractmethod`, | |
| so a subclass that forgets one *cannot be instantiated*. `bind()` is the one concrete shared method | |
| (caches the env back-ref; children extend via `super().bind(env)`). | |
| **Curriculum is for the agent to drive.** The abstractions exist so an agent can cheaply *change | |
| the problem to debug it* — relax physics, disable collisions, or swap the embodiment to make a hard | |
| step tractable, then tighten back. And because `get_states` / `set_states` can *set* the env to any | |
| state, the agent can **jump straight into a not-yet-learned state** to debug that phase directly — | |
| instead of replaying the whole task from the start to reach it. Making those switches easy to | |
| explore is a first-class goal. | |
| **Skills transfer across embodiments and across tasks.** Because the scene is embodiment-agnostic, | |
| the *same* task can run with a *different* body — so "same scene, different robot" (and "same robot, | |
| new scene") is a cheap swap, not a rewrite. This is deliberate: an agent should be able to carry a | |
| skill from one embodiment to another, or from one task to a related one, and few-shot the new case | |
| by adapting what it already knows instead of relearning from scratch — and even to *characterize* | |
| what actually differs between two bodies on a simple task. | |
| **Batched and RL-ready — so the agent can build its own debug loop.** The env runs many copies in | |
| parallel and exposes full state capture/restore alongside a plain step loop. When an agent gets | |
| stuck on one phase, it can stand up a *small RL environment on the spot* — treat the (otherwise | |
| hidden) success check as a reward, restart from a saved snapshot of the hard phase, and drill just | |
| that segment — without leaving the framework or rewriting the env. Writing a controller, scripting a | |
| plan, or training a small policy to get past a phase are all just things you can do against the same | |
| open object. | |
| --- | |
| ## Contracts at a glance | |
| | Class | Children must implement (`@abstractmethod`) | Concrete on the base | | |
| |---|---|---| | |
| | `BaseScene` | `assets · reset · get_state · set_state · describe` | `bind` | | |
| | `BaseRobot` | `assets · reset · describe` (+ hooks `on_bind` / `build_controller`) | `bind · apply_action · action_dim · get_state · set_state · set_controller · actuator_sink · actuator_limits`; declares `control_modes` / `control_mode` | | |
| | `BaseController` | `action_dim · compute · _resolve_joints` | `bind · apply · reset · get_state · set_state`; `command_type` set at construction | | |
| | `BaseVerifier` | `verify` → `Any` *(structured result TBD)* | — | | |
| | `BaseEnv` | *(not abstract — the shell)* | `get_states · set_states · reset · step · describe · describe_stage · verify · close` | | |
| - **`describe()`** → curated **natural-language** string (scene's objects + goal, then the robot). | |
| Prompt-ready. | |
| - **`describe_stage(root=None, raw=False)`** → the low-level counterpart: structured | |
| `list[{path, type, pos, size}]`, or `raw=True` for the raw scene-graph text. | |
| - **`get_states()` / `set_states()`** → full state = `{"scene": ..., "robot": ...}`; restore to | |
| *any* saved state (snapshots, replay of hard phases). | |
| - **`step()` / `reset()`** return `None` — observations are a wrapper concern, not the raw env's. | |
| --- | |
| ## Using it — recipes | |
| > Examples assume `AppLauncher` is running and the registries are populated | |
| > (`import robobench; robobench.discover()`), plus an `env` built as in the first recipe. The env is an | |
| > **open object**: patch or swap parts on the live instance — the step loop dispatches through | |
| > `self.robot` / `self.scene`, so changes take effect on the next `step()`. | |
| **Build & run an env.** Load a registered binding by name, or wire an ad-hoc combo, then step it: | |
| ```python | |
| import robobench; robobench.discover() # populate registries: robots, controllers, suites | |
| from robobench.core import ENVS, EnvCfg | |
| env = ENVS.get("assembly.ikea_table")().build(num_envs=4) # a registered config, by name | |
| # ...or ad-hoc: EnvCfg(scene="ikea_table", robot="g1", control_mode="joint").build() | |
| env.reset() | |
| print(env.describe()) # NL scene + goal + robot (prompt-ready) | |
| for _ in range(200): | |
| env.step(action) # action: (num_envs, env.robot.action_dim) | |
| ``` | |
| (Or smoke any combo from the shell: `python -m robobench.scripts.smoke --list` / `--env <name>`.) | |
| **Switch the control mode.** Same robot + scene, different actuation — `action_dim` follows: | |
| ```python | |
| EnvCfg(scene="ikea_table", robot="g1", control_mode="pink_ik").build() # vs "joint" | |
| # or override at build time: cfg.build(control_mode="pink_ik") | |
| ``` | |
| **Write your own controller and plug it in.** A controller maps an action to a joint command for the | |
| DOFs it owns and writes it itself. Subclass `BaseController`, then drop it onto the live robot with | |
| `set_controller` — it binds and takes effect next `step()`, and need **not** be in the robot's | |
| `control_modes` menu: | |
| ```python | |
| from robobench.core import BaseController | |
| class ElbowWiggle(BaseController): | |
| def __init__(self, cfg=None): | |
| super().__init__(cfg, command_type="position") # what it writes: position / velocity / effort | |
| def _resolve_joints(self, robot): # which DOFs it drives | |
| return robot.articulation.find_joints([".*_elbow_joint"])[0] | |
| @property | |
| def action_dim(self): return len(self.joint_ids) | |
| def compute(self, action): # PURE: action -> joint targets | |
| return action # self.robot / self.limits available | |
| env.robot.set_controller(ElbowWiggle()) # live; bypasses control_modes | |
| ``` | |
| `compute` is pure math; the inherited `apply` writes its output through the **sink** the robot handed | |
| the controller at bind (matching `command_type`). For a fully custom path, override `robot.apply_action` | |
| instead. This is the seam for the agent's own controllers — the env owns the slot, the agent owns the policy. | |
| **Combine controllers.** Two composable axes: | |
| - *Different joints* → `CompositeController` (the action is split across groups; groups may even use | |
| **different** `command_type`s — e.g. effort arms + position hands, each writing its own): | |
| ```python | |
| from robobench.controllers import CompositeController, JointController, JointControllerCfg | |
| env.robot.set_controller(CompositeController([ | |
| MyArmController(), # your arm controller | |
| JointController(JointControllerCfg((".*_hand.*",)), command_type="position"), # hands, direct | |
| ])) | |
| ``` | |
| - *Same joints* → a **residual** wrapper (`base.compute(action) + scale · correction`), itself a | |
| controller, so it nests inside a composite leaf. *(Planned; the correction net is agent-side.)* | |
| **Tune the build (gains, placement, sim).** It's all config — override on the `EnvCfg`, its | |
| `robot_cfg`, or per-build: | |
| ```python | |
| from robobench.robots import G1RobotCfg | |
| EnvCfg(scene="ikea_table", robot="g1", control_mode="joint", | |
| robot_cfg=G1RobotCfg(arm_stiffness=1500.0, base_pos=(0.0, -0.6, 0.75)), # softer arms, moved back | |
| sim_overrides={"dt": 1 / 200}).build(num_envs=16) | |
| ``` | |
| **Snapshot & restore (debug / RL).** Capture full state and jump back to it — replay a hard phase, or | |
| stand up a small RL loop from a saved snapshot rather than from the episode start: | |
| ```python | |
| s = env.get_states() # {"scene": ..., "robot": ...} | |
| # ... drive / train ... | |
| env.set_states(s) # restore to ANY saved state | |
| ``` | |
| --- | |
| ## Layout | |
| ``` | |
| robobench/ | |
| core/ shared machinery — BaseScene · BaseRobot · BaseEnv · BaseVerifier, | |
| scene introspection (describe_stage), registries (SCENES · ROBOTS) | |
| robots/ reusable embodiments — where concrete control pipelines / gains / IK live | |
| suites/ the task families (one folder per flavor; see each suite's own docs) | |
| ``` | |
| > A per-suite section (what each flavor contains, how to add one) will be added once the first | |
| > suite is built. | |